Suggestion, TF display - Movement (Full Version)

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marc420 -> Suggestion, TF display - Movement (1/23/2003 7:17:48 AM)

If this suggestion has been made before, I apologize for the redundancy.

One thing that would help me would be to have on the TF display a listing of how far the TF could move before the next chance for me to give it orders.

Currently at the top left, there is a place that reads something like "Moves (m/c) 10/5..."

However, since I'm currently playing one day turns, the ship actually moves twice in the time till I again have the opportunity to give it orders. Thus in the above example, the 'c=5' means my TF can actually move 10 hexes in what seems to me to be one turn.

I'd imagine if I was playing longer than 1 day turns (like in WITP perhaps?), the difference between the number displayed and what I can actually move becomes greater.

So I think it would help me out, and I'm pretty sure it would help a new player out if the TF display had another line added just below this one which gave the actual number of hexes the TF could move until the next orders phase.

"Moves in Turn (m/c) 20/10"

or maybe

"Turn Cruise Range: 10"

or something along those lines.

Also, the TF Range circles could either be changed, or the player given the option to change, such that they also reflect the total distance a TF could move 'till the next Orders Phase. Again they currently seem to reflect the movement in one phase, but I can move further than the range circles before my next Orders Phase.

And while I'm on the topic, perhaps the 'circles' could be replaced by a different graphic. A 'range circle' drawn on top of a 'hex map' has some obvious inconsistancies. Perhaps we could see either a colored outline drawn around the limits of the hexes I can reach, or some sort of shading applied to the hexes I can reach.

Thanks!




Fred98 -> (1/24/2003 7:32:20 AM)

There are some TFs, who have a specific mission when set to Retirement Allowed.

For example, if the Destination Hex (DH) falls within the yellow circle, a Mine Layer will race in, lay mines and race out again, all within one pulse ( a half a day).

Or an APD will race in, unload and race home again all undercover of darkness.

Therefore I find the yellow circle very useful. So the yellow circle must remain.

Otherwise I agree with your idea.

We need a circle of a different colour, to show how far a TF can move before I can jump in and issue the next order.




marc420 -> (1/24/2003 12:55:02 PM)

I don't mind the idea of the "yellow circle".

Its the implementation of a "circle" over top a hex grid that gets me. I'd rather have a yellow outline around the edges of the hexes the ship can actually reach (which would be a hex-shaped pattern instead of a circle).

For example, I was looking at my own minelayer just before I posted this. It has a max speed of 8. The 8 hex limit touches the circle in the points where you go straight down a hex grid. But if you go in between these points, the "circle" is really 9 or 10 hexes from the base.

I guess this is a case where I only want to see one "phase's" movement instead of all the movement up until the next orders phase. But other times I'd like to see what my cruise range is in this set of orders. Like when I'm moving a CV TF. Personally I like to move it just for this turn, then move it again next turn. So I'd like to know how far I can move it without smudging up my computer screen by putting my finger on it and counting 1 hex, 2 hex, 3 hex, 4 hex, 5 hex, 6hex, 7 hex, 8 hex, 9 hex, 10 hex.

Seems like as an Admiral, I ought to be able to find a Lt JG on my staff who can smudge up HIS computer screen counting hexes and then report the result to me. :)

So a toggle on whether the range shapes display a phase or a turn's worth of movement might help.




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